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godot/demos/2d/kinematic_char/player.gd
Rémi Verschelde 7589b2bf60 Improve code formatting
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
2015-12-09 08:39:12 +01:00

125 lines
3.5 KiB
GDScript

extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# Member variables
const GRAVITY = 500.0 # Pixels/second
# Angle in degrees towards either side that the player can consider "floor"
const FLOOR_ANGLE_TOLERANCE = 40
const WALK_FORCE = 600
const WALK_MIN_SPEED = 10
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
const JUMP_MAX_AIRBORNE_TIME = 0.2
const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
var velocity = Vector2()
var on_air_time = 100
var jumping = false
var prev_jump_pressed = false
func _fixed_process(delta):
# Create forces
var force = Vector2(0, GRAVITY)
var walk_left = Input.is_action_pressed("move_left")
var walk_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
var stop = true
if (walk_left):
if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
force.x -= WALK_FORCE
stop = false
elif (walk_right):
if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
force.x += WALK_FORCE
stop = false
if (stop):
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)
vlen -= STOP_FORCE*delta
if (vlen < 0):
vlen = 0
velocity.x = vlen*vsign
# Integrate forces to velocity
velocity += force*delta
# Integrate velocity into motion and move
var motion = velocity*delta
# Move and consume motion
motion = move(motion)
var floor_velocity = Vector2()
if (is_colliding()):
# You can check which tile was collision against with this
# print(get_collider_metadata())
# Ran against something, is it the floor? Get normal
var n = get_collision_normal()
if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE):
# If angle to the "up" vectors is < angle tolerance
# char is on floor
on_air_time = 0
floor_velocity = get_collider_velocity()
if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()):
# Since this formula will always slide the character around,
# a special case must be considered to to stop it from moving
# if standing on an inclined floor. Conditions are:
# 1) Standing on floor (on_air_time == 0)
# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
# 4) Collider is not moving
revert_motion()
velocity.y = 0.0
else:
# For every other case of motion, our motion was interrupted.
# Try to complete the motion by "sliding" by the normal
motion = n.slide(motion)
velocity = n.slide(velocity)
# Then move again
move(motion)
if (floor_velocity != Vector2()):
# If floor moves, move with floor
move(floor_velocity*delta)
if (jumping and velocity.y > 0):
# If falling, no longer jumping
jumping = false
if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
# Jump must also be allowed to happen if the character left the floor a little bit ago.
# Makes controls more snappy.
velocity.y = -JUMP_SPEED
jumping = true
on_air_time += delta
prev_jump_pressed = jump
func _ready():
#Initalization here
set_fixed_process(true)